The robot was rigged with several control curves that
were a variety of point, orient and parent constraints on IK
handles (arms and legs), and IK Splines with cluster
deformers (spine & neck). Custom attributes were also added
to the hand and foot control curves for fisting and foot
tilt, and pole vector constraints were added to the knees
and elbows.
To produce a feminine walk cycle with an exaggerated hip
movement, the feet and hands were made to move in an
arc-like fashion, moving outwards then crossing back in
front. Some subtle movement was also introduced for the
torso, shoulders and head, and subtle rotation was applied
to the hands, arms and knees.
Project by:
Haw Shijun
Year 3, Bachelor of Computing (Honours) in Computer Science
programme
Muskeelar
The project aims to create better deformation of
characters with the addition of muscles underneath their
skins. The implementation of this research resulted in
Muskeelar, a muscle system that can be used by artists in
Maya and then exported into the game engine. The muscles not
only deform the skin with visible bulges, but are also able
to jiggle in real time to add to the realism of the
character.
Project by:
Skeel Lee Keng Siang
Year 4, Bachelor of Computing (Honours) in Computer Science
programme
Jellyfish
This project is about using shadows to interact with an
animated jellyfish. Viewers can use their shadows to push
and pull the jellyfish around. The jellyfish has been
programmed to display emotions. If no one is interacting
with it, it will say, ”I’m sad” and turn blue. If someone is
interacting with it, it will say, “I’m happy” and turn
orange. If someone tries to annoy it by smashing or
stretching it, it will become angry and turn red.
Project by:
Lu Hai Loc
Year 4, Bachelor of Computing (Honours) in Communications
and Media